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Elementalist


Hit Points

Hit Dice: d8 per Elementalist level
Hit Points at first Level: 8+ Your Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per Elementalist level after the 1st.

Proficiences

Armor: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Tools: None.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Overview & Creation

The blazing fires surrounding the dormant magma within a volcano. The ever-expansive waters that encompass the depths of the oceans. The solid metals and grassy terrain that create the land of Earth itself. The fierce gales of the four winds that encircle the globe. All and more are pure energy in forms of substance, free from all limitations. Very few have the ability to manipulate these energies, let alone endure their carnal power. An Elementalist is one such being. Attuned to the primordial essence of the planet, they adapt to the core elements surrounding them, naturally drawn to the influence of its existence and the strength it provides. All planes in the multi-verse have some representation of basic elements, and it is the sole purpose of the Elementalist to discover the extent of the power hidden within. Some are sworn to protect the Elemental Bond between nature and man, while others seek to harness the limitless power it represents.  

The Mana of the Elements

The Elementalist is able to control the Aureos within the multiverse, an intangible supernatural force that embodies the elements it creates. An Elementalist is instinctively attuned to one or more such forces at birth, able to draw upon the pure Aureos within their surroundings and manipulate it at will. With age comes wisdom, and with wisdom comes the ability to mold the Aureos of the plane into new elements by sheer willpower alone. A master Elementalist can breathe new, lush jungle life into a barren desert of sand, or create tidal waves of towering waters out of thin air, or even extract the very breath from a living creature, should they so desire. However, such power is rare, and as stated before, very few have the ability to control the very nature of a plane. It takes tremendous devotion to the elements and generations of living in an element’s purest form to create an Elemental Bond. One such race of beings that have formed a natural affinity to the Aureos is the Umk, nomads of the various planes across the multiverse that have existed for several millennia within the various extremes of the planets. The Umk are humanoid beings that connect on an omniscient level with their element that could only be explained as divine rite. So deep is their Elemental Bond that they oftentimes lose control of their element to their emotions, creating earthquakes when excited, hurricanes when broken, or even eruptions from deep within the Earth when enraged. As such, most Umk civilizations have devoted their lives to strengthening their control over their emotions, rather than harnessing further power from their symbiotic relationship with the unpredictable force they harmonize with.  

Creating an Elementalist

When creating an Elementalist, it is important to consider the element you have an affinity for and the type of relationship you have with your Elemental Bond. Do you embrace it...or resent it? Do you crave more power from it or wish to absolve yourself of its lineage? Do you fear its infinite power or worship it as a divine blessing? After you decide the type of relationship you have with the Aureos, consider your purpose and what you desire most from this birthright. Do you respect the Aureos as a divine entity and seek a life of tranquil enlightenment and philosophy from it? Or maybe you see your bloodline as supremely powerful and rightfully so, aiming to lead an army of elite Elementalists against other civilizations to reign dominance over them? Were you selected by the Aureos to be its Champion; an Avatar and representative of all elements, sworn to protect and restore balance to the multiverse? No matter your background or chosen path of life, your Elemental Bond should always trace back to the Umk nomads. Your abilities to manipulate the Aureos is a fearful and controversial practice. Do you hide it from the world or display it to prove your supremacy? Select your Elemental Bond - your elemental affinity - before continuing on with the build of this character. All of your spells must match the affinity of your choice and are otherwise restricted to your mastery, unless otherwise permitted by the DM with substantial evidence. For example, a Pyromancer Elementalist, born with an affinity for fire, should have little-to-no ability to manipulate water or wind, like an Aquamancer or Aeromancer would, and vice-versa.


Class Features

Elemental Bond

Every Elementalist is blessed with the knowledge and affinity for an element in the natural world at birth. Typically, they are one of the following:  Pyromancer: You have an affinity for fire  Aquamancer: You have an affinity for water and ice  Geomancer: You have an affinity for earth and metal  Aeromancer: You have an affinity for air and thunder   In very rare occasions, an individual is born with multiple elemental affinities, granting them an unusual Elemental Bond. This Bond results in a larger spell repertoire and remarkable power. These special beings are oftentimes either revered as powerful clan leaders or hidden away from the rest of the world out of fear for their safety, should the masses learn of their true potential. With your DM’s approval, you may choose from either of the following:  Electromancer: Your Elemental Bond is lightning, and you have an affinity for lightning, water, air, and thunder  Terramancer: Your Elemental Bond is terrain, and you have an affinity for earth, metal, poison, and the organic  Lavamancer: Your Elemental Bond is lava, and you have an affinity for fire, earth, and metal   Many more Elemental Bonds exist beyond those documented in history. It is up to you to decide what element truly calls to you and your character.   A Bond’s Influence   At first level, your Elemental Bond grants you resistance to certain damage types associated with it and restricts your learnable spells to those listed in its elemental affinities. Additionally, you learn and master the spell Chromatic Orb. You always have this spell prepared and it does not count towards your number of Spells Known. Consult your DM or the spell list outlined at the end of the class description for what future spells you may learn, but essentially you can learn any spell, regardless of its class requirement, as long as the sole elemental damage is - or can become - your Elemental Bonded type. For example, a third level Geomancer can learn any third level or lower spell that utilizes earth, rock, or metal.   Your Elemental Bond path grants you immediate features at first level, and again at 6th, 14th, and 18th level.  

Arcane Attunement

At 2nd level, you tap into the purest form of Aureos in the natural plane around you, absorbing it into a wellspring of energy within yourself. This wellspring is represented by Attunement points, which allow you to create a variety of magical effects.   Attunement Points   You have 2 Attunement points, and you gain more as you reach higher levels, as shown in the Attunement Points column of the Elementalist table. Your maximum Attunement points usually equal your Elementalist level. You can never have more Attunement points than shown on the table for your level. You regain all spent Attunement points when you finish a long rest.   Arcane Manipulation   You can use your Attunement points to gain additional EP, or sacrifice EP to gain additional Attunement points. You learn other ways to use your Attunement points as you reach higher levels.   Creating Energy Points (EP). You can transform unexpended Attunement points into EP as a bonus action on your turn. The cost to do so is on a 1:1 basis.  

Transmutation

At 3rd level, you gain the ability to mold the Aureos that makes up the elements into different forms to suit your needs. You gain two of the following Transmutation options of your choice. You gain another one at 10th and 17th level. You may use only one Transmutation option on a spell when you cast it, unless otherwise noted.  Careful Casting: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Attunement point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell and takes no damage if it would normally take half damage on a successful save.  Distant Casting: When you cast a spell that has a range of 5 feet or greater, you can spend 1 Attunement point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 Attunement point to make the range of the spell up to 30 feet.  Potent Casting: Being within 5 feet of a targeted creature does not impose disadvantage on your ranged spell attack rolls. When you cast a spell within 5 feet of a target, you can spend 1 Attunement point to add your Charisma modifier to the damage roll of the targeted creature.  Empowered Casting: When you roll damage for a spell, you can spend 1 Attunement point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Casting even if you have already used a different Transmutation option during the casting of the spell. • Extended Casting: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Attunement point to double its duration, to a maximum duration of 24 hours.  Heightened Casting: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Attunement points to give one target of the spell disadvantage on its first saving throw made against the spell.  Quick-cast: When you cast a spell that has a casting time of 1 action, you can spend 2 Attunement points to change the casting time to 1 bonus action for this casting.  Silent Casting: When you cast a spell, you can spend 1 Attunement point to cast it without any somatic or verbal components.  Twin-cast: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Attunement points equal to the spell's level to target a second creature in range with the same spell (1 Attunement point if the spell is a cantrip). To be eligible for this effect, a spell must be incapable of targeting more than one creature at the spell's current level.   Acolyte of the Forge You can choose to forgo a Transmutation feature for a weapon fighting style if you so desire. If you do, you gain proficiency with simple and martial weapons and gain one of the following benefits:  Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.  Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.  Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.  

Elemental Erosion

When you reach 9th level, your growing mastery over your Elemental Bond has imbued your offensive presence with eroding powers, wearing away your opponent’s defenses. Elemental affinity damage you inflict upon a creature other than yourself ignores resistances, dealing normal damage instead; and bypasses immunities, inflicting damage as if it were resisted.  

Avatar of Aurea

At 20th level, your attunement with the Aureos of the plane and mastery over your Elemental Bond has awakened a power within you to transcend natural law and embody your affinity as a living incarnation. Once per long rest, you may use a bonus action to enter a state of spiritual focus, releasing the dormant potential of your Elemental Bonded entity, restoring all of your spent Attunement points. This mode lasts for up to 10 minutes after activation, granting the following effects for the duration:   • You gain Truesight of 120 feet.   • You can communicate telepathically with any creature, speaking and understanding any language it uses.   • You gain immunity to any elemental damage you have an affinity for.   • As part of your movement, you can move an additional distance equal to twice your movement speed, unimpeded and without provoking attacks of opportunity.   • You gain advantage on all saving throws and creatures within 30 feet of you suffer disadvantage on skill checks and attack rolls they make against you.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) an arcane focus or (b) a trinket that attests towards your elemental affinity such as a piece of brimstone, a seashell, or a chime.   • (a) a dungeoneer's pack or (b) an explorer's pack   • Two daggers   • If you are using starting wealth, you have 4d4x10gp in funds.


Spellcasting

Your Spellcasting revolves around focus and the manipulation of Aureos to manifest your chosen element. A full list of learnable spells is outlined at the end of the class description.

Cantrips

At first level, you know four cantrips of your choice from the Spell List. As stated, these spells must be of the element or listed affinities you chose for your Elemental Bond, unless otherwise allowed by the DM. You learn additional cantrips of your choice at higher levels, as shown on the Elementalist Table.

Energy Points

The Elementalist table shows how much Energy Points (EP) you have for casting spells and how many spells of each spell level you know. When casting a spell, you must expend the amount of EP matching the spell level of the spell you wish to cast. You regain all EP when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Spell List.   The Spells Known column of the Elementalist table shows when you learn more spells of your choice. Each of these spells must be of a level equal to or less than that of which you can learn them. For instance, when you reach 3rd level in this class, you can learn one new spell of either 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Spell List, which also must be of a level for which you can cast them.

Spellcasting Ability

Charisma is your spellcasting ability for your spells since your magic relies on your ability to regulate and manifest your element. Raw emotion tends to fuel your power and it has long been the practice of the Umk to control their emotions, lest their emotions control them. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making a spell attack roll.
Spell Save DC= 8+ your proficiency bonus + your charisma modifier
Spell attack modifier= Your proficiency bonus + your charisma modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Elementalist.  

Elementalist Spells

Spell Level Class Spells
Cantrips Burning Hands, Acid Splash, Cape in the Wind, Firebolt, Frigid Claws, Gloves of Ember, Thundersnap
1st Burning Hands, Clear the Air, Create or Destroy Water, Detect Poison and Disease, Entangle, Form of Wind, Armor of agathys, Fog Cloud, Magic Archer, Wellspring
2nd Ashkin’s Spazzledazzle, Black Ice, Continual Flame, Electric Nails, Fiery Leap, Flame Blade, Flaming Sphere, Freezing Feet, Inner Fire, Whirlwind
3rd Avalanche, Babbling Brook-Roaring River, Electroswing, Elemental Weapon, Fireball, Glacial Spike, Grapple Ground, Ice Visage, Blast, Magnetic Beam, Mustang’s Flame Alchemy, Primal Might, Seismic Stomp, Thorns of a Rose, Wheel of Force
4th Awaken Tree, Cone of Wind, Control Water, Eolian Blow, Fire Shield, Popsicles in Summer, Ring Around the Rose, Incinerate Dead, Self Petrification
5th Ascendant Flame, Awaken, Birds of Fire, Cloudkill, Commune with Nature, Cone of Cold, Corrode Inner Flesh, Flame Strike, Iron Whirlwind, Mass Freeze, Meteor Strike, True Absorb Elements, Voltage Barrier, Wings of Waves, White Ice
6th Cleaning Flood, Flesh to Stone
7th Delayed Blast Fireball, Fire Storm
8th Control Weather, Earthquake, Spirit of the Sea
9th

 


Subclass Options

Pyromancer

Pyromancy is perhaps the truest form of an Elemental Bond, and the oldest. This practice of magic, born of passion and the purest form of energy, was created, and mastered by the Brimian Umk, likely due to their connection to a hostile plane of fire. Ancient Brimians would harness the Aureos of the volcanic wastelands of their homeland to adapt and survive on their plane. Since the Umk’s discovery of Pyromancy, however, it has since spread throughout the multiverse as one of the most popular and commonly practiced form of sorcery. While many only take a level in this form of spellcasting to learn parlor tricks or the fundamentals of advanced magic, there are true masters capable of doing more than just wowing an audience with a simple flame.   Those who form an Elemental Bond through the bloodline of the Brimian Pyromancers have a natural affinity for fire. For them, the Immortal Flame exists within their very spirit and they are careful to express it with the utmost caution, as even the slightest ounce of emotional imbalance can create a blazing inferno around them. Hopeful Pyromancers not Umk by birth must journey to the Brimian Umk homeland to form an apprenticeship and pay their respects to the birthplace of Pyromancy. Non-Umk Pyromancers are usually gifted Sorcerers fascinated with Brimian culture, idolizing them as innate masters of the art.   As a Pyromancer, you benefit from the following features:  

Immortal Flame

At 1st level, your Bond with the Immortal Flame grants you resistance to fire and the ability to start fires with a touch. You always know the Produce Flame spell as a bonus cantrip and, as an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.  

Primal Combustion

Also starting at 1st level, your Pyromancy burns with a focused intensity that no other flame can match. When you reduce a creature to 0 hit points with fire damage, you may detonate the target as a bonus action, igniting them and causing them to explode, dealing fire damage equal to your Charisma modifier to all adjacent creatures and igniting flammable objects if they aren't being worn or carried.  

Purifying Embers

Starting at 6th level, your Immortal Flame protects you from harm. At the start of your turn, as an action, you can spend 1 Attunement point to coat yourself in embers. For 1 minute after activating this ability, or until you dismiss the effect as a bonus action, you gain temporary hit points equal to your Elementalist level in addition to the following benefits:   • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.   • You burn away impurities, ending one effect on yourself that is causing blindness, defended, diseased, paralyzed, petrified, or poisoned.   • Any creature that hits you with a melee attack from within 5 feet of you or touches you takes fire damage equal to your Charisma modifier.   • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.  

Sublime Inferno

At 14th level, your Pyromancy spells have become infinitely potent. When casting a Pyromancy spell, you may choose to increase the area of the spell. By spending an Attunement point, the spell automatically expands, growing larger in size and inflicting fire damage equal to your Charisma modifier upon anything adjacent to the original targeted area. For each additional Attunement point you choose to spend, the spell continues to grow even larger in scale, spreading damage to anything adjacent to the previous area of effect. After using this feature, arcane flames linger for one full turn after the spell ends, damaging creatures of your choice that enter or start their turn in the area of the spell for fire damage equal to your Charisma modifier and igniting flammable objects if they aren't being worn or carried.  

Divine Conflagration

At 18th level, when you would otherwise deal fire damage, you can instead choose to deal radiant damage. Additionally, when you cast a Pyromancy spell of 1st through 5th level that successfully deals damage, you can expend Attunement points equal to the spell’s level to deal the maximum amount of damage possible instead of rolling. This damage cannot be reduced or prevented by resistances, immunities, or spell effects.  

Aquamancer

Aquamancy has long been accepted as the opposite of Pyromancy, both in element and practice. In form, and in function. While Pyromancers deal in passion, flames, and relentless heat, Aquamancers shape their craft in serenity, water, and the bitter cold. Aquamancy holds its roots in preserving the peace and natural order of the universe. As Pyromancy sets with the sun, Aquamancy rises with the moon, and much like the moon, their tribes are prone to seclusion, never to be seen alongside their pyromantic counterparts. It is because of their mysterious nature, or perhaps in spite of it, that sorcerers from all over the multiverse travel the many seas, searching to unravel the obscure secrets hidden away in the depths of the fathomless oceans they are Bonded with.   Like the Brimian Umk, whose natural affinity to heat helped father Pyromancy, it was the Fristite Umk whose natural affinity to the cold granted them the insight to the icy heart of Aureos, buried deep in the polar ice caps of the plane of which they migrated. This discovery gave birth to the art of Aquamancy. Aquamancy represented everything Pyromancy renounced. The Fristite Umk were drawn to this opposition and it was then that the Eternal Sea flooded their souls, forging the Elemental Bond with the many waters of the plane. This Bond is not one they take for granted, however, which proves most inconvenient to the many sorcerers they deem unworthy to become one with the Eternal Sea as apprentices. Those who are lucky enough to be trusted to swim in the cosmic waters of Aquamancy are granted sublime wisdom and immeasurable power.   As an Aquamancer, you benefit from the following features:  

Eternal Sea

At 1st level, your Bond to the Eternal Sea grants you resistance to water and cold, the ability to breathe underwater, and you have a swim speed equal to twice your walking speed.  

Healing Waters

Additionally, when you choose this Bond at 1st level, the Eternal Sea gifts you with a calm mind of peaceful resolve and fierce determination, sanctifying your destructive power with restorative energy. You are now able to learn healing and support-based abjuration spells from the abjuration Spell List, as long as they are of your learnable spell level as you level up and obey the law of your Elemental Bond (i.e. you can learn any spell that doesn’t directly benefit from or utilize an element you are not Bonded with). Additionally, before you cast an Aquamancy spell, you can choose to deal no damage, and instead, bless your spell with rejuvenating waters. To do so, spend a number of Attunement points equal to the spell's level (1 Attunement point if the spell is a cantrip) and cause them to recover hit points equal to the damage you roll + your Charisma modifier. Any additional effect from spells casted this way are ignored. This feature has no effect on constructs and undead.  

Glacial Guard

Starting at 6th level, whenever you or an ally you can see within 30ft of you would fail a spell saving throw or be hit with an attack, you can use your reaction to force crystallized ice to materialize around them. By spending an Attunement point, you can add your Charisma modifier to the result of the saving throw or the creature’s AC if it would cause the attack roll to fail.  

Balance of the Tides

At 14th level, you have gained true understanding of the Eternal Sea’s wrath - and its benevolence. When you roll to determine the amount of damage dealt or hit points a creature recovers from an Aquamancy spell, you can treat all dice rolls lower than your Charisma modifier as being equal to your Charisma modifier.  

Temporal Depths

Starting at 18th level, the Eternal Sea overflows within you. You no longer require air, drink, food, or sleep. Anytime you wish to complete a short rest, you may instead meditate for 5 minutes, or 10 minutes for a long rest. Additionally, you regain 4 Attunement points every time you complete a short rest.  

Geomancer

The philosophy to persevere through life’s most difficult trials with stoic determination and an unbreakable will. This is the principle passed to those who come into contact with the Monolith. Myth tells of a long forgotten temple buried deep within the labyrinthian sands of the Gizan Desert of Eosia. At the center of this temple stands the legendary Monolith, a large stone obelisk that grants both the Will of Stone and the Will of Steel upon those it deems worthy to protect it. Much like its fire and water based counterparts, it was the Umk who first discovered its location. But not every Umk who came before the Monolith were deemed worthy of its gifts.   The gifts were the ability to create and embody the very will it teaches. Those who the Monolith chose underwent rigorous trials to prove themselves as true warriors of the temple. Any who pass these trials were gifted the incredible ability to shape and create the very ground they stood upon. They could bend the strongest metals with ease and create landslides upon those who dared to trespass upon the sacred grounds of the labyrinth. The Gizan Umk have long been the only race capable of standing before the Monolith, but the nature of the monument is still a mystery to even those who have mastered its gifts. As such, the call of the Monolith is not one that can be ignored by anyone, and the Umk are sworn to uphold that truth, even if it should lead to their own demise. As a Geomancer, you benefit from the following features:  

Champion of the Monolith

Starting at 1st level, your Bond to the Wills of Steel and Stone grants you resistance to non-magical bludgeoning, slashing, and piercing damage.  

Will of Steel

Also starting at 1st level, your Bond to the Will of Steel grants you proficiency with shields, light, medium, and heavy armors, simple weapons, and martial weapons. Additionally, your affinity for metal gives you the option to learn spells that focus on weapon attacks. When your Spellcasting feature lets you learn an Elementalist spell of 1st level or higher, you can select a spell from the following list of spells, in addition to the Elementalist spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes an Elementalist spell for you:
Weapon Spell Level Spell
1st Compelled Duel
1st Searing Smite
1st Thunderous Smite
1st Wrathful Smite
2nd Branding Smite
2nd Magic Weapon
3rd Blinding Smite
3rd Elemental Weapon
4th Staggering Smite

Will of Stone

Additionally, at 1st level, your Bond to the Will of Stone gives you extra fortitude. Your hit points maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.   As a bonus action, you can gain a base AC of 13 + your Constitution modifier if you are not wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.  

Aegis of Protection

Starting at 6th level, your command of the earthen element grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can spend an Attunement point to grant a protective aegis upon yourself or one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that shields the target from incoming damage. The recipient is granted resistance to non-magical bludgeoning, piercing, or slashing damage. If the target is already resistant, any non-magical bludgeoning, piercing, or slashing damage it takes is reduced by 2 + your Constitution modifier. This effect lasts for 1 minute, until you use it again or dismiss it as a bonus action, or until you are incapacitated.   Your aegis gains new power at 14th level and again at 18th level, granting the following enhancements:   • At 14th level, your Aegis now grants additional resistance to magical damage for the duration. If the target is already resistant to the magical damage it receives, the damage is instead is reduced by 2 + your Constitution modifier.   • At 18th level, your Aegis now bestows creatures protected by it temporary hit points equal to your Elementalist level. Additionally, when you use your Aegis of Protection feature on yourself or an ally, you can choose up to two additional non-hostile creatures to gain its benefits.  

Shatter

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, you can spend an Attunement point and choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your Elementalist level. This feature can be used only once per casting of a spell.  

Critical Willpower

Beginning at 18th level, when you use an action that requires an attack roll, you score a critical hit on a natural roll of 18 or higher. Additionally, when you roll a natural 1 on any attack roll or damage roll, you may immediately reroll those dice. You must use the result of the new roll.  

Aeromancer

Legend speaks of a primordial war for dominance between the land and the sea, one that raged for centuries before the creation of man. This war was so incredibly destructive in its nature that eventually, not even the Heavens above could ignore its calamitous potential. Soon, there were whispers in the winds of the need to protect Eosia from itself. Boreas of the North, Notus of the South, Zephyrus of the West, and Eurus of the East, four divinities that represent the seasons and directional winds of Eosia, met in secret to decide the fate of the perilous planet. It was clear that the only way to quell the rage below, they would need to demonstrate a power even greater. And so, mighty storms were summoned that lasted an entire year. When a volcano threatened to erupt, the skies produced torrential rain to douse its fires. When the sea threatened to submerge the land, the skies sent massive tornados to blow the tides away. When the land threatened to spread over the seas, the skies created hurricanes to rip the land apart. Such power proved a worthy adversary to the war below, and soon after, the planet was at peace. However, the responsibility of maintaining this peace is a large one, one that has been entrusted in the form of Aeromancy to the followers of the Four, the Avarians. The Avarians are the only non-Umk race to have ever been touched by the Aureos, endowing them with control over the winds and skies. And although this gift is revered as a blessing among its people, it is one of strict principle, as it is forbidden to ever use this gift for anything but protecting the peace of Eosia.   As an Aeromancer, you benefit from the following features:  

Champion of The Four Winds

Starting at 1st level, your Bond to the Four Winds grants you resistance to wind damage. Additionally, if you are not wearing armor, you may take an action to begin channeling the winds around you into a defensive force. After activation, you gain the Champion’s Mantle, adding your Charisma modifier to your AC and granting you the following effects for up to 1 hour:   • You begin to hover 5 feet above the ground and gain a flying speed equal to twice your movement speed.   • Whenever a creature hits you with a melee attack, you may use your reaction to attempt to disarm them before damage is dealt.   • Whenever you would otherwise reduce a creature’s hit points to 0, you may instead knock the creature unconscious.   Any additional activation after the first before completing a long rest requires 1 Attunement point.  

Zephyr

Also starting at 1st level, by spending an Attunement point, you can use your reaction to cause whirling gusts of elemental air to briefly surround you, immediately propelling you up to 10 feet in any one direction without provoking opportunity attacks.  

Forceful Winds

Starting at 6th level, your wind manipulation has excelled. Your Champion’s Mantle may now last for up to 5 hours. Additionally, when you cast an Aeromancy spell, you may spend an Attunement point for each target of the spell to force it to make a Strength saving throw, pushing it back 15 feet and knocking it prone on a fail in addition to the damage and other effects of the spell.  

Backdraft

Also starting at 6th level, the Four Wind’s energy within you seeks to preserve its Champion. In the face of defeat, it surges outward to protect you in a tremendous outburst. If you would otherwise be reduced to 0 hit points, you can spend all of your remaining Attunement points to release the strength of the skies as a reaction. You are instead reduced to 1 hit point, and each creature within 10 feet of you is knocked back 10 feet and takes wind damage equal to half your Elementalist level + your Charisma modifier.   If you use this feature while under the effects of your Champion’s Mantle, this feature instead pushes creatures back 10 feet, knocks them prone, and deals wind damage equal to your Elementalist level + double your Charisma modifier, after which your Champion’s Mantle immediately ends.   This ability may only be used once per long rest.  

Turbulent Strikes

At 14th level, your Champion’s Mantle has become much easier to control, allowing you to channel its benefits for up to 10 hours. Additionally, while under the effect of your Champion’s Mantle, you have advantage against anything within 10 feet of you.   Once per turn, when you successfully disarm or knock a creature prone, you may immediately take another action.  

Hurricane

At 18th level, channeling your Champion’s Mantle has become second nature to you, allowing you to channel its benefits for up to 24 hours anytime as a bonus action. Additionally, as an action, you may spend half of your Attunement points (at least 5 must be spent this way) to expand the Four Winds around you into a powerful windstorm. For the next minute, a tornado surrounds you in a 60-foot radius, creating difficult terrain within it and for an additional 60 feet beyond that, hiding your location from, and imposing disadvantage on attack rolls made by, creatures that rely on their normal senses to detect your location.   • Any airborne creature that enters or starts its turn within the tornado is immediately expelled from it, taking 6d6 + your Aeromancer level in wind damage and falling prone in a random location at least 120 feet away from you.   • Any ground-based creature that enters or starts its turn within the tornado must make a Strength saving throw, being lifted from the ground and be immediately expelled from it on a fail, taking 6d6 + your Aeromancer level in wind damage and falling prone in a random location at least 120 feet away from you. On a success, they must then succeed on a perception check to detect your location, making any necessary Dexterity saves to avoid debris from within the windstorm in the process.   After the storm subsides, your Champion’s Mantle effects are ended, and you gain one level of exhaustion. This ability may only be used once per long rest.  

Stormcaller

The law of Aeromancy is one of strict principle. It is a practice of peace and meant only to diffuse a fight, not start it. The Avarians understand this fully and abide by it without exception. However, there have been some who disagree with the decree of peace and subservience that the Avarians are bound to. Gifted with the strength to pacify a calamity, why not take the throne to which they are rightly owed? These thoughts and aspirations became a mantra to some, and then, when the time was right, an oath. A promise to rise up against the land, the sea, and even the Heavens themselves to claim the Kingdom they rightfully deserve. These power-driven Avarians formed a clan of darkness, called the Maelstrom, detached from their brothers-in-arms. They fled their sky kingdom and began experimenting with the Aureos of other elements, finding Aureos to be quite malleable... And fragile. Through their blending of Aureos, they discovered the strength that the Heavens falsely claimed as their own: the power to conjure storms and control the weather itself. With such power at their disposal, they further developed their affinity for lightning and other elements of the weather into a destructive force, guaranteed to help them claim the throne of a kingdom they believe to be their birthright.   As a Stormcaller, you get the following benefits:  

Mind of the Maelstrom

Starting at 1st level, you pledge your mind to the Maelstrom, empowering you with the strength of storms. You gain resistance to lightning and thunder damage. In addition, when you land a critical hit with lightning or thunder damage, you always deal triple damage instead of any other effects unless otherwise determined by the DM.  

Voltaic Valiance

Also, at 1st level, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (depending on the element of the casted spell) equal to half your Elementalist level.  

Squall Emissary

At 6th level you gain power with the weather and the ability to manipulate the weather around you, granting the following abilities and benefits:   • During rainy or stormy conditions, you can add your proficiency modifier to any elemental damage you inflict.   • If it is not raining, you can use an action to cause the rain to begin falling in a 100-foot-radius centered on you. You can end this effect anytime as a bonus action.   • If it is raining, you can use an action to cause the rain to stop falling in a 100-foot-radius centered on you.  

Discharge

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your Elementalist level. The attacker must also make a Strength saving throw against your spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you and falls prone.  

Nimbus Rider

Also, at 14th level, you gain immunity to lightning and thunder damage.   Additionally, you gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. Spend an Attunement point for each of the chosen creatures. In return, they gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you cannot do so again until you finish a short or long rest.  

Tempestas Maxima

At 18th level, the clouds above recognize you as their true master, following you around the world effortlessly. You are now able to activate your Squall Emissary feature as a bonus action at any time. Additionally, as an action or when you are reduced to 0 hit points, you may spend 5 Attunement Points to have the clouds descend upon you in the form of a gigantic leviathan, creating a powerful shockwave upon its impact and bringing forth torrential rain and a raging thunderstorm in its wake. Your body is then lifted into the aethereal plane by the clouds, preventing you from additional harm until the end of your next turn. The area within a 100 foot radius, centered on your area, is engulfed in heavy rainfall, with howling electrified winds that echo a high pitch screech audible for an additional 100 ft. All creatures in the affected area must make a Dexterity saving throw or take lightning damage equal to 6d6 + your Elementalist level and wind damage equal to 6d6 + your Elementalist level. Additionally, any who fail the save are pushed back up to 30 feet and knocked prone. On a successful save, affected creatures only take half damage and are pushed 15 feet away from you. At the start of your next turn, if this effect was triggered due to your Hit Points dropping to 0, you reconstitute and are restored to life with a quarter of your hit points and one level of exhaustion. You are then returned from the aethereal plane, free to take other actions.   After activation, you cannot use this feature again until you have completed a long rest.  

Terramancer

The Monolith’s influence over Geomancy has been cherished by its disciples as a sacred duty of protecting the labyrinthian Gizan Desert. However, it would be ignorant to think that the Monolith’s influence is based solely within a desert. No, the Gizan Monolith is simply one of many across Eosia. This truth, however, is known only to a select few; the Terramancers, a class of superior Elementalists chosen to protect not just one region of the planet, but the entire land of Eosia. These guardians watch over the Pillars of Eosia, the entire collection of Monoliths hidden throughout the land. To pledge yourself to the Pillars is to relinquish your body to Mother Nature herself. As such, this Elemental Bond is a rare one, and rightfully so. It cannot be broken and cannot be made in false pretenses. There is no deceiving the Pillars, and there is no betraying of Mother Nature. After forming the Elemental Bond with the Pillars, one is blessed with the knowledge of the planet, able to commune with the land to determine the location of any creature occupying the Mother’s ground, as well as the ability to produce organic life from their willpower alone. By channeling the abundant Aureos within the land, one can conjure lush, green forests and vast jungles. But hold true to your Oath, Terramancer, lest your intentions sway and incur the wrath of Tellus Mater.   As a Terramancer, you get the following benefits:  

Body of Bramble

Starting at 1st level, your Pledge to the Pillars grants you proficiency with martial weapons, medium and heavy armors, and resistance to non-magical bludgeoning, slashing, and piercing damage. In addition, you can communicate to any plant or animal species of your choice.  

Guardian of the Pillars

Starting at 1st level, your connection to any planet you come upon encourages the planet itself to contribute to your protection. As a bonus action, while unarmored, you can cause the ground to rise up around you and form a sturdy, earthy plate armor. When you do this, your armor class is equal to 13+ your charisma modifier and all weapon attacks and damage rolls can use your charisma modifier instead of your strength or Dexterity modifier. In addition, when you make physical melee attacks, you may change the damage type to bludgeoning.  

Toxic Strike

Starting at 6th level, you gain the ability to infuse your weapon strikes with toxic energy. Once on each of your turns, when you hit a creature with a melee attack, you can cause the attack to deal an additional 1d8 poison damage to the target. When you reach 12th level, the extra damage increases to 2d8.  

Fierce Combat

At 14th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  

Defender of Eosia

At 18th level, Mother Nature has accepted you as a true Terran Child. You are now able to activate your Terran Child feature as a bonus action at any time. Additionally, as an action or when you are reduced to 0 hit points, you may spend 5 Attunement Points to have the forests erupt from around you in the form of a colossus, named Tellus Mater. All creatures in a 20 foot radius centered on you must make a Dexterity saving throw or take bludgeoning damage equal to 12d6 + your Elementalist level. Additionally, any who fail the save are pushed back up to 30 feet away from you and knocked prone. On a successful save, affected creatures only take half damage and are pushed to the edge of the radius. Upon summoning, you are immediately encased in an amber crystal in the golem’s chest, protected from the outside world. After activation and for each subsequent turn, you are healed for an amount equal to your Elementalist level + your Charisma modifier. This effect lasts for 1 minute, until Tellus Mater is destroyed, or until dismissed by you as a bonus action. After its dismissal, you are returned to the ground, free to take regular actions.   Tellus Mater will act in your protection and guidance, moving and taking actions as you will it for the duration. To determine Tellus Mater’s statistics and behaviors, refer to the Greater Earth Elemental in the Monster Manual.   After activation, you cannot use this feature again until you have completed a long rest.  

Lavamancer

The pyromancer is one of the truest forms of Elemental Channeler and one of the oldest. This form of magic was invented and then mastered by the Brimian Umk thanks to their connection to a hostile planet of fire. Utilizing the pyromancer abilities helped them to survive on their planet. Since the Umk invention, however, Pyromancy has spread throughout the planes as one of the most popular and commonly practiced form of magic. While many only take a level in this to learn parlor tricks, there are some real masters out there capable of doing more than just wowing an audience.   Those who follow the Pyromancer path have a connection to fire, sometimes natural and sometimes forged. For them, fire is expression of their very spirit and they treat it with a great deal reverence. Many Pyromancers who are not Umk by birth, will make a journey to Brimer to pay homage to the home of Pyromancy. Non-Umk Pyromancers are extremely fascinated with Brimian Umk and consider them innate masters of the art. No matter how advanced, a pyromancer coming across an Umk may attempt start and apprenticeship with them so they can learn from those who are deemed the best. As a pyromancer, you get the following benefits:  

Soul of the Scoria

Starting at 1st level, your pyromancy burns with a focused intensity that no other flame can match. When you reduce a creature to 0 hit points with fire damage, you may detonate the target as a bonus action, igniting them and causing them to explode, dealing fire damage equal to your Charisma modifier to all adjacent creatures and igniting flammable objects if they aren't being worn or carried.  

Purifying Embers

Starting at 6th level, your immortal flame protects you from harm. At the start of your turn, you can spend 1 Attunement point to burn away impurities to end one effect on yourself that is causing blindness, defended, diseased, paralyzed, petrified, or poisoned. After successfully using this ability to cure an affliction, you gain temporary hit points equal to your Elementalist level.  

Sublime Inferno

At 14th level, your pyromancy spells have become infinitely potent. When casting a pyromancy spell, you may choose to increase the area of the spell. By spending an Attunement point, the spell automatically expands, growing larger in size and inflicting fire damage equal to your Charisma modifier upon anything adjacent to the original targeted area. For each additional Attunement point you choose to spend, the spell continues to grow even larger in scale, spreading damage to anything adjacent to the previous area of effect. After using this feature, arcane flames linger for one full turn after the spell ends, damaging creatures of your choice that enter or start their turn in the area of the spell for fire damage equal to your Charisma modifier and igniting flammable objects if they aren't being worn or carried.  

Vulcan

At 18th level, as an action or when you are reduced to 0 hit points, a massive ice-feathered bird spirit instantly erupts from within you, its wings spread wide as it ascends into the sky, producing a raging blizzard in its wake. The area within a 30 foot radius, centered on you, is engulfed in ice and snow, with wailing winds that echo a high pitch screech audible for 300 ft. All creatures in the affected area must make a Dexterity saving throw or take cold damage equal to 12d6 + your Elementalist level and be pushed to the edge of the 30-foot area and knocked prone. On a successful save, affected creatures only take half damage and are pushed 15 feet away from you. If this damage reduces a creature’s hit points to 0, they become frozen solid, permanently petrifying them in ice until restored to life through means of Greater Restoration or a Wish Spell. This effect automatically freezes large or smaller non-magical objects. At the start of your next turn, you reconstitute and are restored to life with a quarter of your hit points and one level of exhaustion. After activation, you cannot use this feature again until you have completed a long rest.


LevelProficiency BonusFeaturesEnergy Points (EP)Cantrips Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Elemental Bond232--------
2+2Arcane Attunement333--------
3+2Transmutation8342-------
4+2Ability Score Improvement10443-------
5+2-164432------
6+3Bond Feature194433------
7+3-2344331-----
8+3Ability Score Improvement2744332-----
9+4Elemental Erosion36443331----
10+4Transmutation41543332----
11+4-475433321---
12+4Ability Score Improvement475433321---
13+5-5454333211--
14+5Bond Feature5454333211--
15+5-62543332111-
16+5Ability Score Improvement62543332111-
17+6Transmutation715433321111
18+6Bond Feature765433331111
19+6Ability Score Improvement825433332111
20+6Avatar of Aureos895433332211

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Solose.

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